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authorCampbell Barton <ideasman42@gmail.com>2009-10-31 22:57:59 +0300
committerCampbell Barton <ideasman42@gmail.com>2009-10-31 22:57:59 +0300
commit944a8d33feb3741eea563b6ac64f60b5f959bf63 (patch)
treef785900d528d7bbe6fd2b1a0c8008abaf6bdb38e /release/scripts/ui/buttons_game.py
parentf9b19d54b5a07c5d654ecb634aefc5690e07e6fd (diff)
renamed buttons ui files to properties to match UI name change, needed to update some imports too
Diffstat (limited to 'release/scripts/ui/buttons_game.py')
-rw-r--r--release/scripts/ui/buttons_game.py417
1 files changed, 0 insertions, 417 deletions
diff --git a/release/scripts/ui/buttons_game.py b/release/scripts/ui/buttons_game.py
deleted file mode 100644
index af67512dd3e..00000000000
--- a/release/scripts/ui/buttons_game.py
+++ /dev/null
@@ -1,417 +0,0 @@
-
-import bpy
-
-class PhysicsButtonsPanel(bpy.types.Panel):
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "physics"
-
- def poll(self, context):
- ob = context.active_object
- rd = context.scene.render_data
- return ob and ob.game and (rd.engine == 'BLENDER_GAME')
-
-class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
- bl_label = "Physics"
-
- def draw(self, context):
- layout = self.layout
-
- ob = context.active_object
- game = ob.game
- soft = ob.game.soft_body
-
- layout.itemR(game, "physics_type")
- layout.itemS()
-
- #if game.physics_type == 'DYNAMIC':
- if game.physics_type in ('DYNAMIC', 'RIGID_BODY'):
- split = layout.split()
-
- col = split.column()
- col.itemR(game, "actor")
- col.itemR(game, "ghost")
- col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
-
- col = split.column()
- col.itemR(game, "material_physics")
- col.itemR(game, "rotate_from_normal")
- col.itemR(game, "no_sleeping")
-
- layout.itemS()
-
- split = layout.split()
-
- col = split.column()
- col.itemL(text="Attributes:")
- col.itemR(game, "mass")
- col.itemR(game, "radius")
- col.itemR(game, "form_factor")
-
- col = split.column()
- sub = col.column()
- sub.active = (game.physics_type == 'RIGID_BODY')
- sub.itemR(game, "anisotropic_friction")
- subsub = sub.column()
- subsub.active = game.anisotropic_friction
- subsub.itemR(game, "friction_coefficients", text="", slider=True)
-
- split = layout.split()
-
- col = split.column()
- col.itemL(text="Velocity:")
- sub = col.column(align=True)
- sub.itemR(game, "minimum_velocity", text="Minimum")
- sub.itemR(game, "maximum_velocity", text="Maximum")
-
- col = split.column()
- col.itemL(text="Damping:")
- sub = col.column(align=True)
- sub.itemR(game, "damping", text="Translation", slider=True)
- sub.itemR(game, "rotation_damping", text="Rotation", slider=True)
-
- layout.itemS()
-
- split = layout.split()
-
- col = split.column()
- col.itemL(text="Lock Translation:")
- col.itemR(game, "lock_x_axis", text="X")
- col.itemR(game, "lock_y_axis", text="Y")
- col.itemR(game, "lock_z_axis", text="Z")
-
- col = split.column()
- col.itemL(text="Lock Rotation:")
- col.itemR(game, "lock_x_rot_axis", text="X")
- col.itemR(game, "lock_y_rot_axis", text="Y")
- col.itemR(game, "lock_z_rot_axis", text="Z")
-
- elif game.physics_type == 'SOFT_BODY':
- col = layout.column()
- col.itemR(game, "actor")
- col.itemR(game, "ghost")
- col.itemR(ob, "restrict_render", text="Invisible")
-
- layout.itemS()
-
- split = layout.split()
-
- col = split.column()
- col.itemL(text="Attributes:")
- col.itemR(game, "mass")
- col.itemR(soft, "welding")
- col.itemR(soft, "position_iterations")
- col.itemR(soft, "linstiff", slider=True)
- col.itemR(soft, "dynamic_friction", slider=True)
- col.itemR(soft, "margin", slider=True)
- col.itemR(soft, "bending_const", text="Bending Constraints")
-
- col = split.column()
- col.itemR(soft, "shape_match")
- sub = col.column()
- sub.active = soft.shape_match
- sub.itemR(soft, "threshold", slider=True)
-
- col.itemS()
-
- col.itemL(text="Cluster Collision:")
- col.itemR(soft, "cluster_rigid_to_softbody")
- col.itemR(soft, "cluster_soft_to_softbody")
- sub = col.column()
- sub.active = (soft.cluster_rigid_to_softbody or soft.cluster_soft_to_softbody)
- sub.itemR(soft, "cluster_iterations", text="Iterations")
-
- elif game.physics_type == 'STATIC':
- col = layout.column()
- col.itemR(game, "actor")
- col.itemR(game, "ghost")
- col.itemR(ob, "restrict_render", text="Invisible")
-
- elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'):
- layout.itemR(ob, "restrict_render", text="Invisible")
-
-class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
- bl_label = "Collision Bounds"
-
- def poll(self, context):
- game = context.object.game
- rd = context.scene.render_data
- return (game.physics_type in ('DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC')) and (rd.engine == 'BLENDER_GAME')
-
- def draw_header(self, context):
- game = context.active_object.game
-
- self.layout.itemR(game, "use_collision_bounds", text="")
-
- def draw(self, context):
- layout = self.layout
-
- game = context.active_object.game
-
- layout.active = game.use_collision_bounds
- layout.itemR(game, "collision_bounds", text="Bounds")
-
- row = layout.row()
- row.itemR(game, "collision_compound", text="Compound")
- row.itemR(game, "collision_margin", text="Margin", slider=True)
-
-bpy.types.register(PHYSICS_PT_game_physics)
-bpy.types.register(PHYSICS_PT_game_collision_bounds)
-
-class RenderButtonsPanel(bpy.types.Panel):
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "render"
-
- def poll(self, context):
- rd = context.scene.render_data
- return (rd.engine == 'BLENDER_GAME')
-
-class RENDER_PT_game(RenderButtonsPanel):
- bl_label = "Game"
-
- def draw(self, context):
- layout = self.layout
-
- row = layout.row()
- row.itemO("view3d.game_start", text="Start")
- row.itemL()
-
-class RENDER_PT_game_player(RenderButtonsPanel):
- bl_label = "Standalone Player"
-
- def draw(self, context):
- layout = self.layout
-
- gs = context.scene.game_data
-
- layout.itemR(gs, "fullscreen")
-
- split = layout.split()
-
- col = split.column()
- col.itemL(text="Resolution:")
- sub = col.column(align=True)
- sub.itemR(gs, "resolution_x", slider=False, text="X")
- sub.itemR(gs, "resolution_y", slider=False, text="Y")
-
- col = split.column()
- col.itemL(text="Quality:")
- sub = col.column(align=True)
- sub.itemR(gs, "depth", text="Bit Depth", slider=False)
- sub.itemR(gs, "frequency", text="FPS", slider=False)
-
- # framing:
- col = layout.column()
- col.itemL(text="Framing:")
- col.row().itemR(gs, "framing_type", expand=True)
- if gs.framing_type == 'LETTERBOX':
- col.itemR(gs, "framing_color", text="")
-
-class RENDER_PT_game_stereo(RenderButtonsPanel):
- bl_label = "Stereo"
-
- def draw(self, context):
- layout = self.layout
-
- gs = context.scene.game_data
- stereo_mode = gs.stereo
-
- # stereo options:
- layout.itemR(gs, "stereo", expand=True)
-
- # stereo:
- if stereo_mode == 'STEREO':
- layout.itemR(gs, "stereo_mode")
- layout.itemL(text="To do: Focal Length")
- layout.itemL(text="To do: Eye Separation")
-
- # dome:
- elif stereo_mode == 'DOME':
- layout.itemR(gs, "dome_mode", text="Dome Type")
-
- dome_type = gs.dome_mode
-
- split=layout.split()
-
- if dome_type == 'FISHEYE' or \
- dome_type == 'TRUNCATED_REAR' or \
- dome_type == 'TRUNCATED_FRONT':
-
- col=split.column()
- col.itemR(gs, "dome_angle", slider=True)
- col.itemR(gs, "dome_tilt")
-
- col=split.column()
- col.itemR(gs, "dome_tesselation", text="Tesselation")
- col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
-
- elif dome_type == 'PANORAM_SPH':
- col=split.column()
- col.itemR(gs, "dome_tesselation", text="Tesselation")
- col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
-
- else: # cube map
- col=split.column()
- col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
-
- layout.itemR(gs, "dome_text")
-
-class RENDER_PT_game_shading(RenderButtonsPanel):
- bl_label = "Shading"
-
- def draw(self, context):
- layout = self.layout
-
- gs = context.scene.game_data
- layout.itemR(gs, "material_mode", expand=True)
-
- if gs.material_mode == 'GLSL':
- split = layout.split()
-
- col = split.column()
- col.itemR(gs, "glsl_lights", text="Lights")
- col.itemR(gs, "glsl_shaders", text="Shaders")
- col.itemR(gs, "glsl_shadows", text="Shadows")
-
- col = split.column()
- col.itemR(gs, "glsl_ramps", text="Ramps")
- col.itemR(gs, "glsl_nodes", text="Nodes")
- col.itemR(gs, "glsl_extra_textures", text="Extra Textures")
-
-class RENDER_PT_game_performance(RenderButtonsPanel):
- bl_label = "Performance"
-
- def draw(self, context):
- layout = self.layout
-
- gs = context.scene.game_data
-
- split = layout.split()
-
- col = split.column()
- col.itemL(text="Show:")
- col.itemR(gs, "show_debug_properties", text="Debug Properties")
- col.itemR(gs, "show_framerate_profile", text="Framerate and Profile")
- col.itemR(gs, "show_physics_visualization", text="Physics Visualization")
- col.itemR(gs, "deprecation_warnings")
-
- col = split.column()
- col.itemL(text="Render:")
- col.itemR(gs, "all_frames")
- col.itemR(gs, "display_lists")
-
-class RENDER_PT_game_sound(RenderButtonsPanel):
- bl_label = "Sound"
-
- def draw(self, context):
- layout = self.layout
-
- scene = context.scene
-
- layout.itemR(scene, "distance_model")
- layout.itemR(scene, "speed_of_sound", text="Speed")
- layout.itemR(scene, "doppler_factor")
-
-bpy.types.register(RENDER_PT_game)
-bpy.types.register(RENDER_PT_game_player)
-bpy.types.register(RENDER_PT_game_stereo)
-bpy.types.register(RENDER_PT_game_shading)
-bpy.types.register(RENDER_PT_game_performance)
-bpy.types.register(RENDER_PT_game_sound)
-
-class WorldButtonsPanel(bpy.types.Panel):
- bl_space_type = 'PROPERTIES'
- bl_region_type = 'WINDOW'
- bl_context = "world"
-
- def poll(self, context):
- rd = context.scene.render_data
- return (rd.engine == 'BLENDER_GAME')
-
-class WORLD_PT_game_context_world(WorldButtonsPanel):
- bl_label = ""
- bl_show_header = False
-
- def poll(self, context):
- rd = context.scene.render_data
- return (context.scene) and (rd.use_game_engine)
-
- def draw(self, context):
- layout = self.layout
-
- scene = context.scene
- world = context.world
- space = context.space_data
-
- split = layout.split(percentage=0.65)
-
- if scene:
- split.template_ID(scene, "world", new="world.new")
- elif world:
- split.template_ID(space, "pin_id")
-
-class WORLD_PT_game_world(WorldButtonsPanel):
- bl_label = "World"
-
- def draw(self, context):
- layout = self.layout
-
- world = context.world
-
- row = layout.row()
- row.column().itemR(world, "horizon_color")
- row.column().itemR(world, "ambient_color")
-
- layout.itemR(world.mist, "enabled", text="Mist")
-
- row = layout.column_flow()
- row.active = world.mist.enabled
- row.itemR(world.mist, "start")
- row.itemR(world.mist, "depth")
-
-class WORLD_PT_game_physics(WorldButtonsPanel):
- bl_label = "Physics"
-
- def draw(self, context):
- layout = self.layout
-
- gs = context.scene.game_data
-
- layout.itemR(gs, "physics_engine")
- if gs.physics_engine != 'NONE':
- layout.itemR(gs, "physics_gravity", text="Gravity")
-
- split = layout.split()
-
- col = split.column()
- col.itemL(text="Physics Steps:")
- sub = col.column(align=True)
- sub.itemR(gs, "physics_step_max", text="Max")
- sub.itemR(gs, "physics_step_sub", text="Substeps")
- col.itemR(gs, "fps", text="FPS")
-
- col = split.column()
- col.itemL(text="Logic Steps:")
- col.itemR(gs, "logic_step_max", text="Max")
-
- col = layout.column()
- col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
- sub = col.column()
- sub.active = gs.use_occlusion_culling
- sub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
-
- else:
- split = layout.split()
-
- col = split.column()
- col.itemL(text="Physics Steps:")
- col.itemR(gs, "fps", text="FPS")
-
- col = split.column()
- col.itemL(text="Logic Steps:")
- col.itemR(gs, "logic_step_max", text="Max")
-
-bpy.types.register(WORLD_PT_game_context_world)
-bpy.types.register(WORLD_PT_game_world)
-bpy.types.register(WORLD_PT_game_physics)